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41441, If we added a limited good align only race....
Posted by Rayihn on Wed 31-Dec-69 07:00 PM
What should it be? What special abilities would that race have?
I'm polling, people! AND the winner might get to be the first one to play it....we will see!
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41831, RE: If we added a limited good align only race....
Posted by The Redeemed: on Wed 31-Dec-69 07:00 PM
The being was once a host to a Demon or Devil but has somehow overthrown the possession and now is a creature beyond its base race.
Alignments: Chaotic or Lawful Good.
Redeemed start out as a specific race but earn stat/skill bonuses depending on alignment/possession.
Penalties: -The vulnerabilities from the base race remain and they become vulnerable to holy/light as well. -If they harm a non-evil being they immediately suffer a temporary stat reduction of -1 across the board. The recovery of this requires an act of redemption. -If they kill a good aligned being they permanently suffer -1 to a random stat.
Benefits: -the Redeemed keep the benefits of their base race. -the Redeemed has resistance to negative, disease, and poison. -the Redeemed can focus on their past possession to invoke one of the following conditions: levitation, enhanced recovery, or resistance to weapon. However this costs mana to invoke and drains movement to maintain. -the Redeemed can summon darkness about it which can not be penetrated by infravision, standard light sources, or detect invisibility once per day. -an act of Redemption only can be invoked in combat, once per day, and results in one of the following: transferring of all damage from the target good character to themselves as a % of total hp of the target (ie if the target has 1% hp remaining so will the Redeemed after the transfer), transferring at a cost 3/4 maximum hp from themselves to the target good character to a maximum of %50 increase above max, or transfer its resistances to the target good character but at the cost of 3/4 of the Redeemed's max hp.
The Redeemed have suffered greatly in their life so they only have the capacity to become warriors and even so are hindered by only being able to develop a single weapon specialization and a single legacy.
Once Redeemed an individual becomes a beacon for the Light.
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41762, A bit late but.. Avatars
Posted by Marcus_ on Wed 31-Dec-69 07:00 PM
Avatars
When an angel or an archon dies, sometimes their soul takes residence in a mortal body. These are called the Avatars in lack of a better name. If the Avatar is chaotic, the soul is possessing them is an angel, otherwise an archon.
Avatars with Angel souls occasionally wrath their opponents, and can with the right edge call down pillars of lightning at times, although very rarely.
Avatars with Archon souls enjoy healing benefits in combat, as well as some ailments being occasionally cured (like an archon, but weaker).
The Avatar can be of any race, they are vulnerable to raw magic and negative damage. Other resistances and vulnerabilities remain the same.
Regardless of race, their ethos/alignment is always chaotic or orderly good however. They can only be of the classes that would be compatible with both their race and being good aligned, perhaps with some additions.
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41686, RE: If we added a limited good align only race....
Posted by Doge on Wed 31-Dec-69 07:00 PM
Let me echo what others have said: Centaur
Possible special abilities/inherents/limitations: quick kick --similar to swiftstrike and gore but customized for centaur bonus to charge tough to trip/grapple/throw/bash etc. --4 legs, massive body no shield (everything I've seen on centaur speaks to brash, charge into combat types) dodge less effective than nominal skill infravision minus to INT/CHR, WIS/DEX normal, plus to CON/STR --not giant-dumb, e.g., 23str, 18int, 20wis, 20dex, 23con, 16chr Centaurs seem to be a good fit for rangers, possible perk to plainsrunner build. Would only allow this ranger build as hiding is tough. Otherwise warrior and shaman (less so). I could see a paladin as well (only NG).
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41650, Perhaps a few more half-human races
Posted by Gaspar on Wed 31-Dec-69 07:00 PM
half giant(storm) and dwarf?
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41680, I really like half-storm giants, but the idea...
Posted by Wayward Knight on Wed 31-Dec-69 07:00 PM
... of the birthing from that coupling... just thinking about it brings physical pain to my groin.
And then, I think:
"Ladies, please... the spirit is willing, but the flesh is spongy and bruised..."
"SNUU SNUU!!!"
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41683, RE: I really like half-storm giants, but the idea...
Posted by Illanthos on Wed 31-Dec-69 07:00 PM
My problem with adding more half-races is that they dont generally add more to the game in terms of diversity. People will either play the half race like a human, or the non-human parent. We see this all of the time with half-elves. Half-elves are rarely treated with repulsion or disdain, except in the most extreme of circumstances.
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41649, Holy Men
Posted by xrus on Wed 31-Dec-69 07:00 PM
Just holy guardians of some holy place! They have the blessings of a good aligned god (probably not active now so the guardians are free to wander thera) and have the unremovable curse of some evil gods too. Long lived and so high wis (20str 20dex 20int 23wis 20con 20chr)
no removable curse (Their deity is no longer around), so no recall even if learn through supplications, spells (or their recalling works as teleporting on them?). one of the two: (long lived guardians used to polearm/spear/staff and shields) - can wield heavier polearm/spear/staff - bonus to shields partial sacred guardians? bonus to consecrated armors resist to negative (they got used to it over the years) immune to holy
warrior/shaman/healer/paladin
another idea for the guardians is like the above, but not a limited race, instead as these guardians must find a new immortal, the race is empowerment based and some of skills/spells should be given through virtue similar systems. Maybe paladin as the only class for them is a good idea!
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41607, Erathi
Posted by Larshalv on Wed 31-Dec-69 07:00 PM
Erathi
The Erathi are decendants of a Celestial being that moves between the planes in search for causes of good and to thwart evil plans. Their Celestial ancestors could take on a solid form and would at times interact with mortals on different planes. The Celestial beings themselves would often appear to mortals as spirits that guided them to safety, but also walk among mortals guiding their actions so that they could defeat evil. Forbidden by the gods to directly interfere with mortal men the Celestial beings would at times take a mate for a time on the mortal plan, their offspring is known now as the Erathi. A being of pure heart and unending dedication to the light. Most of those offspring gathered at the gates of the goodly Lords to serve in their armies as soldiers of the light but after tragedy struck and one dark assassin killed their patron they have now gathered to march upon Thera herself seeking to root out the that evil struck the celestial planes themselves.
The Erathi can be, Paladins, Shamans, Healers, Invokers, Warriors, Bards and Transmuters.
Any Good align
Stats: Str 19, Dex, 21, Wis 22, Int 18, Con 18, Char 23
Abilities: Can turn ethereal once per day. (Similar to wraithform, gives resist negative, translucency and resist solid weapons)
Resists holy/divine, cold
Infravision
Vuln: Solidification, fire
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41605, Half-Fey
Posted by Elerosse on Wed 31-Dec-69 07:00 PM
Half-Fey The wild forests and hills of Thera are inhabited by an almost unknown race of varied fey creatures, sylphs, nymphs and satyrs are but a few of these magical creatures. On very rare occasions one of these good natured woodland creatures will couple with a female high or wood-elf. Whether this is through “normal†means or some magical intermediary is not well known. However rare these coupling are, what is rarer still is the encounter resulting in an impregnation of the elven woman and ultimately a child being born. These babes referred to as half-fey are a source of great shame amongst the high elves and wood elves alike and often they are left in the woods to be taken by the very spirits that begot them. Many of those that are kept by their mothers die within their first year of life. All of this has made it so their existence has remained almost unknown to the wider world. On very rare occasions though, a half-fey does survive all of these trials and lives to reach adulthood. These beings have similar features and build as their elf kin, though those with satyr parents are rumored to have a proclivity towards growing beards.
Half-Fey are good aligned due to the nature of good fey creatures and their elven parentage, even those born from a female wood-elf. They have extremely chaotic natures and are all chaotic in ethos.
Half-Fey are most at home in the woods and wild places and some of the abilities of their fey parents remains in their blood. Further, they make natural bards due to their carefree spirits and love of merry making and are naturally inclined towards comedic songs.
Classes: Warriors, Rangers, Bards, (good aligned druids?) Exp penalty +500
Stats Str 18 Int 21 Wis 21 Dex 25 Con 17 Chr 24
Inherents: Wood-elf acute vision Sneak Infravision Treeform Pathfinding Speak with spirits Bonus to comedic rep songs for bards
Vul iron, Vul holy/unholy, Vul Disease
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41600, Ambiants
Posted by Explosion on Wed 31-Dec-69 07:00 PM
This is maybe weirdest idea, but there is it.
This race cannot directly interract (fight) with anyone else, and anyone else cannot fight it directly. But, this creature can affect areas, temporary affecting it. Principe is the same as changing weather, but much more effectively: turn room into a holy place, which would harm evil creatures; or into a blessed place, which would cure other characters - and etc.
When the room changed, obelisks, crystals, stones appears there. When they are being destroyed, ambiants are getting hurt. Both, mobs and players, can destroy those objects.
Ambiants can be still harmed by some area spells magic, though they can't fight back physically.
Many of their affects aren't working on mobs - only in PvP.
So, they are allies, healers, saviours - but not solo playing class. They are getting observe and explore xp X10 (only in XP regards, not in edge points bonuses) - this way they can learn alone.
Very much like ghosts, they are immune to many dangers, but probably still can be harmed by some mobs, or cannot enter explore/dangerous areas without companions (players) to balance it out.
Yes, I don't think anyone will ever bother to think about such utility class due to difficulties, but I think it would be most interesting change in CF (such classes) and could bring a lot of new strategies and teamplay.
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41613, It does sound interesting nt
Posted by incognito on Wed 31-Dec-69 07:00 PM
nt
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41597, Lesser Tara-bals
Posted by BaronMySoul on Wed 31-Dec-69 07:00 PM
They're mortal progeny of fallen Tara-bals. They have wings, but their bodies are too bulky to fly. They have an inherent sense to protect the righteous around them from evil, so cannot join the Outlanders. They are naturally blessed by divinity and enjoy a longer life than humans, but each goodly creature, NPC or player, they kill brings them closer to damnation.
This should add a neat new flavor to the side of good with the possibility to become "Ascended" at level 51. Also, with so much riding on their righteousness, finding new, interesting ways to get them to accidentally kill good creatures will be fun for evils. Race would not be limited to joining Maran. Can join any cabal with good-aligned members, except Outlander, but not become leader.
Max Stats: Str(21) Int(22) Wis(19) Dex(22) Con(20) Chr(18)
The good: - infravision - Resistance to holy - Inherent twitchiness when evil within pk range is near and either stronger than them or bloodied from battle - based on above twitchiness, will put themselves in between an unseen attack and the intended target (ambush, blackjack, assassination, backstab) based on these conditions: a) they're not leading a group b) the person they're rescuing is a person of the same alignment c) the assailant is of higher level than they are - at level 51, based on their righteous deeds, they have the chance to Ascend. - When Ascended, can sense evil in the same room as them, but instead of knowing who, it's just listed as "someone". Can also sense when that person enters or exits. Max strength becomes 24. Immune to holy damage so long as they don't kill anyone good.
The bad: - loses morale if leading a group, gains slightly more morale than normal player when part of a group comprised of same alignment - will attempt to intercept an attack no matter what their health - cannot intervene when someone is not being directly harmed (i.e. being tied up by a thief, cannot untie the victim while the thief is there in the room), also cannot attack a good-aligned individual in order to wake them up - lose "Ascended" for 100+ hours if kills someone good - kill too many good and they lose their blessing and become weakened humans (all stats max 19, except charisma)
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41567, Soloren
Posted by lasentia on Wed 31-Dec-69 07:00 PM
Descriptions: Ethereal human sized beings imbued with the essence of light, translucent in nature with pale white skin, any range of eye/hair colors. These creatures functioned in a world of peace and enlightment and were devoted to perfecting themselves in an effort to ultimately transcend fully and become one with the plan in which they exist.
Backstory: The Soloren were brought to Thera through the works of conjurers that escaped the devastation around Maethien. With the siege encampment's opening, the sudden influx of darkness into Thera which it brought, these conjurers found a way to open a portal to the planes of light to allow light beings to cross over to counter the encroaching darkness. Having had no prior exposure to the primary plane, the Soloren possess no ability to manipulate magic themselves. And because they are made of light, they are unable to effectively conceal themselves, so can not use hide or camoflauge skills.
Str: 22 Dex: 24 Int: 23 Wis: 19 Con: 24 Cha: 21
The concept is that they are similar to what a wraith would be, so that they would function similarly to a lich in that regard:
They can not eat/drink. (No pills/potions) They can not sleep, but enjoy heightened regen all the time. Perma Translucence. Perma Fly. Immune poison/disease/blindness/holy/light. Perma Sneak
Inherent Abilities:
Displacement- These creatures create a limited displacement effect against those who fight them, similar to as ifthe person fought a displacer beast
Portal: These creatures can use the recall skill at any level, however they can not use it in combat and the abilitiy to use it when under any adrenaline is extremely dificult (maybe a 1 in 10 success rate with maybe 2 round lag on the skill being used)
Fraility: Due to their bond with their home plane, dying in Thera taxes them heavily, so that they lose one con with every death.
Phase Dimension: When phasing dimension a Soloren can not be seen via who or where commands. Any action outside of movement will bring the Soloren back into plain sight.
Resists: Lightning.
Vulnerable: Negative, fire.
xp penalty. 500
Solorens could be warriors, shamans, paladins, assassins, thieves, rangers.
I see them as beastly warriors that have a hard time getting out of fights, but are very difficult to kill. And the phase dimension would bring a different sort of angle to the hiding classes.
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41568, This is so incredibly unbalanced and op. Not to mention a race on POS.
Posted by Graatch on Wed 31-Dec-69 07:00 PM
nt
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41569, Balance accordingly
Posted by lasentia on Wed 31-Dec-69 07:00 PM
I don't know what POS is. I need to google things first.
I like something along the lines of a spirit race though.
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41582, RE: This is so incredibly unbalanced and op. Not to mention a race on POS.
Posted by Illanthos on Wed 31-Dec-69 07:00 PM
Ethereals were always my favourite POSmud race.
Edit: Speaking of which, what happened to POSmud?
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41584, RE: This is so incredibly unbalanced and op. Not to mention a race on POS.
Posted by Graatch on Wed 31-Dec-69 07:00 PM
It's up, there was a post about it a few weeks ago.
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41586, Heh. I'd play Darksun again, but now in CF
Posted by Explosion on Wed 31-Dec-69 07:00 PM
Yes, it would be superOP and suerfun (for only one player in whole game - me!).
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41651, RE: This is so incredibly unbalanced and op. Not to mention a race on POS.
Posted by Illanthos on Wed 31-Dec-69 07:00 PM
I cant seem to find the post mentioning it on QHCF. Do you have a link?
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41572, So it is a goodie lich with displacement. No thanks. nt
Posted by Artificial on Wed 31-Dec-69 07:00 PM
nt
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41591, Sort of the idea to have a weaker spectral thing on the...
Posted by lasentia on Wed 31-Dec-69 07:00 PM
I did forget the no knock out part, which I guess does push them up more. I was thinking a necro that lands a sleep would just rape them. But then, disruption might work on them instead, and equally F*** them up.
What these lack compared to a lich: Phylacteries. Zombie armies. Being good aligned is just a major drawback in a lot of player's eyes. No vamp touch for rapid healing. Can't be mages so limited dam reduction. Place timers on the ability to use all the inherents, so it's not permanent. Make them have lengthy cool downs and not usable until high levels. And they would be rare, so maybe 2 or 3 slots tops at any time.
They have no means of teleportation, which is really a major drawback. A recall skill that fails consistently under adrenaline means to get out of fights, they have to run or risk lagging themselves. I see them dying frequently because of this actually. Make them unable to phase while under adrenaline, like assassin hide.
Probably the stats could use tweaking, but generally not being able to quaff to get away would suck.
They're still melee classes, which I find to generally be weaker than mage on a power scheme. Okay, probably put in a no villager code. And remove paladins/shamans because they would cover the major drawbacks with sups.
As warriors/thieves/assassins/rangers(without scroll or talisman abilitiy) I actually think they would still get slaughtered pretty easily by competent people because they really can't get out of a fight very easily.
Just thoughts. Why should evils have all the fun things after all?
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41585, Great idea
Posted by Explosion on Wed 31-Dec-69 07:00 PM
Seriously!
Goodie lich with unblockable recall, permasneak, displacement and half-duo.
But I think you forgot to add deathblow, assassinate and insect swarm. Probably tessseract would be good too, and conjure angels too.
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41588, RE: Great idea
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
And phylacter-trees! They're like lich phylacteries but you can pugil with them.
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41592, No, I havea better idea.
Posted by Explosion on Wed 31-Dec-69 07:00 PM
They can make canoes from the corpses of the evil characters... and...
<<< CAAAANOEWHAAAAACK! >>>
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41612, Sounds op to me
Posted by incognito on Wed 31-Dec-69 07:00 PM
An incredible tank (fairly strong, great dex, great con + displacement) that's immune to a large number of things (including things that aren't so obvious, like the potential to get stuck in a locked room after being summoned) and has stealth and duo?
I see that there are some drawbacks, but there are ways around them for a good aligned character.
I mean, seriously, how would you expect people to prevent these people retrieving at will?
What class could have even a half decent chance at killing these guys 1 v 1? It's certainly not comparable with a minotaur.
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41564, Yzlooz
Posted by UncleArzzra on Wed 31-Dec-69 07:00 PM
Race: Yzlooz
History: The Yzlooz have been watching Thera from their hidden holds within high peaks of the Theran mountain ranges. They remained isolated not because they were aloof but because they were rather afraid of being singled out for being so alien. However they feel it is time for them to participate in Theran events because their holds have seen more and more penetration by the other sentient races and eventually they will be exposed. They would rather it be on their terms.
Description: Small pinkish purple coloured amorphous beings that can shift into several mult-limbed forms. They can use mana to create extra legs, arms, heads up to a point. This allows for them to do things like wield spears, polearms, and two handed weapons with shields. They are not large in stature and do not have great strength however they do have the ability to do tax their minds in order to do feats of great strength.
The plasticity of their bodies makes them very resilient and they naturally resist most physical attacks. As well they are used to temperatures of great cold and thin air so they have a strong natural recovery. Fire and disease tend to be issues however because of their natural habitat and isolation.
Naturally resistant to magic but with a draw back in that they can not be targeted by friendly magics. A few can use magic however the only area they study is shape-shifting.
Size: approximately half way between Halflings and Dwarves.
Str: 17 (can be focused up to 22 however that drains mana constantly and significantly) Wis: 20 Int: 22 Dex: 20 (-2 dexterity per additional limb created) Con: 24 Cha: 23
*Yzlooz become unconscious whenever any stat is reduced to 3/lower or their mana reaches zero/below.
Yzlooz enjoy studying the skills of bards in that they can make natural instruments using their malleable bodies. They make excellent warriors and rangers however they really do not have any ability with respect to hiding and roguishness in general.
Priestly magics tend to confuse them because of their previous reclusive nature. They do have the ability to draw on natural energies to be healers however. They can not be druids, shamans, or paladins.
Looz tend to be very curious in nature and range from chaotic good to lawful good.
With the limb creation ability they can utilize a variety of object combos which normally would be unavailable to normally formed bipeds.
As well how their form shifting abilities helps them with the magic of shape-shifting is something open to debate. Extra enlivens? Extra minor forms? Fusion of aspect spells like (hooves, horns, claws etc.)?
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41559, Whatever you want to call the forest guardians in FoN
Posted by Graatch on Wed 31-Dec-69 07:00 PM
They are all good aligned, they have been in cf since the beginning. I or anyone can come up with whatever name for their race you want - and it's entirely possible they have one, I haven't looked at a forest guardian's description in many years. But they come in all sizes and I might use that.
So, when they are "Young" they are small size. When they are "Mature" they are large (giant) size. When they are "middle aged" and "old" they are human sized. They gain and suffer from the usual consequences to these size changes as they age.
They have natural affinity for forest and plains, and in those two wilderness terrains they can see camo and walk with sneak, not only quiet. In other wilderness terrains they walk with quiet, like wood elves. In civilized they move like anyone else.
They can join the ranger, warrior, shaman, paladin, healer, invoker, transmuter and shapeshifter. They cannot become thief, assassin, conjurer, or the evil classes of course. If you wanted to make them good AND neutral choices, add druid of course. Undecided on bard though I'm leaning against. And no conjurer because they are inherently tied to this world, this land, not outside forces.
If they choose ranger obviously they get the benefits of their wilderness choices so their inherent ability to see camo in plains and forest and sneaking in those two become obsolete, but so be it.
They are better in wisdom than in intelligence, they are better in strength than in dex and they are of average constitution.
As a result of their generations of working with rebuilding the forest of nowhere they are resistant to disease and to fire, but they are vulnerable to poison.
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41562, I like a lot of this
Posted by incognito on Wed 31-Dec-69 07:00 PM
Not keen on the camo though, unless it is forestblend.
Instead, I'd consider some weak but not insignificant constant regen to either hp or mana when outdoors in sunny weather during the day. Maybe hp if they are a fighting class and mana if they are a mage class. Or possibly replace sunny with rainy and give them the equivalent of the "camp ability". e.g. they put down roots into the wet soil and regenerate fast as a result of drawing on the earth.
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41566, RE: I like a lot of this
Posted by Graatch on Wed 31-Dec-69 07:00 PM
Those are interesting and fine with me, but note I didn't say they get camo, I said they can SEE camo in those 2 wilderness types only.
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41578, Somewhere there is an alusion to them being grown.
Posted by Alston on Wed 31-Dec-69 07:00 PM
And that would explain the spikey green armor.
So goody tree folk?
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41556, Can we just ensure, please
Posted by incognito on Wed 31-Dec-69 07:00 PM
That it's balanced with some niche strengths, like minos basically are, as opposed to cool but overpowered.
I was personally thinking something along the lines of a wisp, which has: -inherent duo (duration 1 hour) that works even when faerie fired/fogged - a size smaller than gnomes, giving some interesting tactical combat options - restrictions in that they cannot be summoning classes, and stats that make them sub-optimal warriors at face value (but potentially good thieves/assassins/magi/healers) - resist positive, negative and mental - lowest con and str of all races, drow int, arial dex, wood-elf charisma - ability to distract a tracking mob without actually making it angry at the wisp instead.
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41554, Angel/Celestial
Posted by Oldril on Wed 31-Dec-69 07:00 PM
none
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41552, RE: If we added a limited good align only race....
Posted by Illanthos on Wed 31-Dec-69 07:00 PM
K'sra Saurian are the obvious choice. I envision them having very high wisdom.
Healer, Ranger, Shifter, and Druid.
Its been a while since I've read up on their lore, but Transmuter as well if it is thematically appropriate.
Possible inherents (Pick and choose): - Some form of regeneration, either by tick, or a shifteresque activateable with a long cooldown? - Inherent herbs/herbal medicine? - Poison/disease resistant? (Purity of form) - Vuln negative (Corruption of nature) - Vuln cold (Reptilian)
Must be Good.
Halflings are also worthy of consideration. Also high (22ish) wisdom, with a nice dollop of dex and cha (22+?) thrown in there, at the cost of str and con (18ish?). Human int. I'm not entirely sure that they should have vuln_blunt, unless they had svirf-level inherent bonuses to make up for it.
Possible inherents (Pick and choose): - Auto (or skill-based) sneak (or quiet movement in all terrains) - Skill-based hide (Vuln_blunt is a must-have to balance this out) - Pathfinding when not wearing boots? - Resist mental (Strong willed, despite their peaceful nature) - Vuln_poison (Small build, without the gnomish/dwarven hardiness means they suffer more from poison dosage of the same quantity)
Healer, Ranger, Thief, Bard, Warrior
Must be Neutral or Good. Evil Halflings are shunned by society.
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41550, One of those wooden Djinn guys from Clash of the titans?
Posted by Gaspar on Wed 31-Dec-69 07:00 PM
Not sure about the history of this race, but it was interesting. Immune_Medusa. :)
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41553, I like the idea of these too
Posted by Abernyte on Wed 31-Dec-69 07:00 PM
Resist magic Resist negative Resist poison/disease Vuln fire
Can be warrior, shaman, ranger, healer or paladin. Cannot go underwater due to bouyancy issues but don't need a boat because they float!
Stats 23str 17int 22wis 19dex 23con chr 17
Maybe stats are off but created by magical accident the souls of the children who fought against the dark god Jullias found themselves trapped in a land of sand and heat. Over time their skin became petrified and hard like wood but their souls remained pure as they remember the task they set out to do in the war of the dark gods. Over centuries they continued their good fight but their physiology remained changed forever.
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41563, And when they die, the explode. lol
Posted by Gaspar on Wed 31-Dec-69 07:00 PM
I wonder who watched that movie recently...
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41548, I had an idea once, for a mud I was working on.
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
It was good aligned nature lovers, who embrace nature to a degree even beyond the elves. All of their houses, armor, weapons, medicine, secondary skills, etc are based around/made from living things. Their armor absorbs more damage, if it is their ancestral armor (IE crustaceans that were bred to be fitted on as armor, so your armor is an actual living being), weapons do more damage etc. Their ancestral armor and weapons and all have a durability issue however and will do their thing for so long, or take so much damage in the case of armor, and die, which necessitates getting a new one, or using "unfamiliar" armor/weapon/gear types and suffering a penalty.
Their morale is directly affected by the status of their living implements, as they worship life. Maybe some sort of symbiotic "magic" for some inherent abilities, and much like orcs they are limited to one "class" with a few ways to specialize. A warrior caste and a priest case for instance. Female centrism religion, much like the drow, only in this case the female is considered the avatar of the Earth Mother among their people, or some junk like that. They can only join Outlander or Fortress as cabals, because they consider the Tribunals to be blasphemers by defending the cities. Not necessarily homicidally so, but to the degree that they don't travel.
I dunno, it was something I was actually working on fleshing out when the guy I had doing my coding flaked out on me because I banged his wife.
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41549, Oh and FYI they are cold hating reptilian humanoids. Think sleestack, only good. nt
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
nt
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41565, +1
Posted by GrahamC on Wed 31-Dec-69 07:00 PM
+1
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41546, a rough idea
Posted by dude on Wed 31-Dec-69 07:00 PM
i thought it would be cool to have a good race that can scan in the underdark. I was thinking some sort of cross between lizard and troll. They have lived in a secret society for years and are just starting to send out a few scouts. They have inherent invisibility. Can anyone think of a way to make this cool?
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41544, Archon
Posted by _Magus_ on Wed 31-Dec-69 07:00 PM
Ever since playing Dungeon Siege 3 on the XBox360, I thought that playing as an Archon would be pretty neat. It could be a viable option in Carrion Fields lore, too.
Archons could be paladins, shamans, healers, warriors and invokers (with a natural affinity for fire).
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41540, How about a half-storm giant.
Posted by Kobaine on Wed 31-Dec-69 07:00 PM
Think very large human or small giant, 22str 19int 19 wis 21 dex 21con 19chr.
Inherant water breathing with timer unlike a storm giant, resist lightning, 100% bash
same but half vulns of a normal storm giant.
warrior/paladin/shaman/healer/ranger
Would make a great counterpart to mino. Could also be limited numbers due to the slim chance of compatability between giants and humans.
|
41551, Two problems
Posted by Mort on Wed 31-Dec-69 07:00 PM
1) How does 17 dex + 20 dex equal 21 dex? 2) storm giants have no vulns to get a half of
|
41537, So do you regret asking yet? nt
Posted by vargal on Wed 31-Dec-69 07:00 PM
nt
|
41530, Elysian
Posted by Wayward Knight on Wed 31-Dec-69 07:00 PM
... or Azurian (After Elysium or the Azure Fields)
21 str 18 int 22 wis 18 dex 21 con
(stats malleable, of course... I am no good at balancing things)
Inherent (Sunray once per day, can turn a personal glow on/off so they never need a light (like arial wings) The glow gives them +2 hitroll and +10 AC (as in the ac factor is bad for them))
The inherent glow manifests as tiny pinpoints of light that float and circle around the Elysian.
This race came into being from angels, archons, and other denizens of the Azure Fields mating with mortals and having what appeared to be mortal offspring, but generations down the line the celestial blood's more dominant traits began to show.
Azurians / Elysians are known to have light colored hair, from blonde to platinum silver, and pale-colored blue, green, silver, or golden eyes.
The Light is in their blood, and therefore in their actions as well, as all of this race feel, intimately, the ties to the Light, even from birth and will fight to protect it, or to avenge it.
Classes: Paladins, warriors, shamans. (No healers, the affront to the Light by the darkness causes too much ire within them to be at the level of inner peace required to be a healer.)
Natural enemies:
Nexans will eliminate Elysians first when the Light is in balance, as they hold a heavy hand in the Light.
Some Outlanders will hunt them as they would any otherworldly being, though it is arguable whether or not the Elysians themselves are outsiders or are just victims of circumstance.
Scions will hunt down and destroy Elysians as they are a direct affront to the Shadow and the powers the Scions serve.
Any demon or devil will auto-attack an Elysian on sight (conjurer pets).
More to come as I think of them.
|
41528, Gully dwarves.
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
Let them give the Shire a makeover to match their heritage and the swamp in their backyard.
|
41525, Another since I am bored-Earthborn
Posted by AngryRotarian on Wed 31-Dec-69 07:00 PM
Prior to the creation of the dwarves as Thera knows them, the Lord of Order experimented with other creations to tend to the sleeping hulk of Nordiach. One such creation were the Earthborn. A race of constructs forged of the very earth itself, differing from golems or elementals, they were blessed with life and free will. While inspired to follow the demand to quell the thrashing of the Slumbering Hulk, they began the think of what else awaited them outside of their duties. Few of them existed, and they felt the calls of the stone and earth as a whisper in the ear, calling out to them, to explore what else lay on their "skin", the surface as Thera as we know it. As they began to wander, the Lord of Order was forced to find the replacements for the wanderlust prone beings that defied him.
Immune- Lesser earth based attacks (dirt-kicking etc) Resist- Physical, blunt Vuln- Water, Stoneshattering (similar effects)
Very much resembling the earth, they are hulking beasts, often tiny growths of stalagtites hanging from appendages. Jagged feathures, scultped from the earth and rock. Extemely dense and can never venture below water, as they would sink like a stone.
Classes: Paladin, Warrior, Shaman, Invoker, Ranger, Conj? Align: Orderly(Duty of creation), or Chaotic (Given the wanderlust) Inherents: A couple Ideas- Earthmeld- Fade into the earth, increasing regen rate, and undetectable though unable to take any action without reforming on the surface.
Obelisk- Draw upon the earth, forming an unbreakable bond with it. Unable to be moved physically from that spot, as well as providing protection from tripping, bashing, or any physical action that would usually find the earthborn on its back. Short duration, daily use timer.
Calming Presence-Passive-From tending to Nordiachs restless slumber, party members able to sleep quicker after battle.
* Boon to invoker earth magic, learning disability to water * Much better ability with Stone Armor use, and earthen weapons * No mariner, Marshdweller * Boon to mountaineers warcry- Slight stun, mv loss * Boon to earthquake-Causes minor dex loss, or trip lag
|
41518, Please leave this open for a while
Posted by fist-law on Wed 31-Dec-69 07:00 PM
I really want to flesh out an idea in detail, and have one in my head, but I'm super busy with work/life right now. I'll try to hammer it out sometime later tonight or tomorrow.
|
41517, Goro Giants
Posted by Explosion on Wed 31-Dec-69 07:00 PM
Those giants are living in deserts. They were created by ancient god of light, Cador, to guard ancient Pyramids of Ahzan and keep evil, that is willing there, from spreading out. They are living in tribe, and elders are passing ancient knoledge and wisdom to the new generations. But very few are being born: their womans are fertile only once in thirty years, when the stars are in a special position. This is why they are cultivating wisdom and knowledge - if they wouldn't, their race would be gone long ago.
Cador knew: with a time, undeads and evil in the Pyramids will be growing stronger. No simple tribe could fight them, and he gave his childrens unique combat and spiritual abilites.
Stats: Str 25, Dex 12, Con 25, Int 14, Wis 22, Chr 10
Bonuses: - Giant size +1 - Four hands (can wield up to 3 weapons + shield or held item) - Resist_negative - Resist_fire - Can sandblend - No walking lag in sands - Immune to quicksand - Magical aura (ver much like on an item) - Permanent detect magic
Penalties: - Vuln_cold - Serious walking lag in a cold areas - Giant size +1 - Because of the magical aura and nature, can't become battleragers (and being hunted by them) - Always chaotic
Goro giants can become: Warrior Druid Shaman Berserker (edited version)
* For balance, probably they cannot use shields at all (but can wield four weapons)
|
41519, Inherent: Immortal commentary
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
Goro giant pummels you. You hear a booming voice say, "Mwa ha ha ha ha!" "Superb!" "Excellent!" etc.
Chaotic Goro giants would have a chance for a special comment. You hear an Imp say, "Toasty!"
|
41526, This would be very cool, seriously
Posted by Explosion on Wed 31-Dec-69 07:00 PM
I'd play such race just because of it, and would seek fighting with them more than with anyone else to see what else is there :)
Extending idea: each phrase would give a little bonus (depends on the phrase) :)
|
41514, RE: Overseer-Work in Progress
Posted by AngryRotarian on Wed 31-Dec-69 07:00 PM
*Brief Backstory*
Faced with the decision to turn to the Shadow for aid in dealing with the ravaging anti-magic army, the mages of Order knew they needed something to attend to the demonic host they were about to summon. Learning from their mistake of creating something that runs unchecked, they once again called upon the five magics crafting a mighty overseer to stand as a last guard if the demons were to turn on them. The battle went as the story tells, and the demons were banished barely, due in part to the presence of the Overseer keeping them at bay, while the mages worked feverishly to send the monstrosities back. Drained from the effort, the mages were too weak to deconstruct the Overseer, and chose instead to let him linger as he may as they turned their eyes to the lessons they had learned. As the factions scurried away and into history, the Overseer remained upon the battlefield wondering if he would be needed again to stand steadfast against a marauding host of darkness.
*I just woke up, so while not completely fleshed out, its a good outline*
-They are humanoid(crafted of the mages image), standing at ten feet tall(An imposing size to tend to demons), usually completely hairless and flesh a coppery metallic tone that shimmers with residual magic from creation.
- Resists-Magic, negative, physical - Vuln-Nature shiz? I really cant come up with a good vuln to counter the nice resists that make sense.
- Titanic strength, decent int, decent wis, average dex, high con
- Inherent- Repel Demons-Forces demons in the Overseers presence to flee, taking moderate damage, lesser extent to other evil.
I know the name Overseer is a little lame, and a few ideas need fleshed out, just want to toss it out there and see what the other creative minds of CF have to offer or improve. Thanks.
|
41511, New elven race.
Posted by Isildur on Wed 31-Dec-69 07:00 PM
I call them "hot elves". To balance out minotaurs, all hot elves are female. Do I win the prize?
>
|
41513, You totally stole my roomates idea.
Posted by Zephon on Wed 31-Dec-69 07:00 PM
But I definately approve. Yes. XD
|
41523, Can they be "Bare" Paladins? n/t
Posted by Alston on Wed 31-Dec-69 07:00 PM
sdfvsdv
|
41541, I find this idea unnattractive.
Posted by robdarken_ on Wed 31-Dec-69 07:00 PM
They dress too slutty.
|
41510, Giant Tree folk
Posted by Gaspar on Wed 31-Dec-69 07:00 PM
Like the ones who helped topple sauron. They could be similar to the forest guardians of the past and present ashes. Giant sized, very strong, vuln fire, and whatever else is needed to complete fleshing out the idea.
|
41515, Though about that too
Posted by Explosion on Wed 31-Dec-69 07:00 PM
They were Ents, some of them are in the game (I think). Could also be Dendoids (HMM). But they may become only rangers/druids, so I didn't post it (not interesting enough).
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41516, Wouldn't they be neutral?
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
There are treants in the game and they are neutral.
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41506, Hound Archonesque
Posted by Zephon on Wed 31-Dec-69 07:00 PM
I still havnt come up with a good name for them. Something that inspires hound or wolf. Though, I honestly wanted to come up with a name for their deity and naming them partly after that. I think the hardest part would be coming up with the name.
General concept:
A mix of a human and a hound/dog bound to this world by dark conjurers they overturned their rule broke their bindings and now walk Thera. They were once Hound Archons, but were permidently bound to Thera by dark magics. With no chance of making it back home, they began to populate Thera. In short, Strong dog warriors with divine blood, very wise but not overwhelmingly intelligent.
Alternative storyline:
Forced to flee as their plane of existence was destroyed. However, in a final act of good, their patron deity saved them just as she was slain. These former hound archons still retain some of their divine blood/power though now cut off from their deity that once watched over them. While these creatures now roam Thera, only some of true heart are born with the "divine gift". While strong, hearty, and wise, they are not overly intelligent.
Physical looks:
They would be more human than dog. Much like felar, can have hair covering most of their bodies. Their face would definately look dog-like. Their muzzle can vary from large and pronounced to smaller but never looking the a chiwawa. Their heads generally look like a wolf or hound. Has many variations of color and size due human/dog nature.
Alignment:
Good but leaning towards chaotic as well. I wouldnt restrict it so they cannot be lawful, it just should be a little more rare.
Equipment:
Restrictions to footwear but not gloves. Restrictions to facewear/helmets. Also has a tail slot.
Resistances:
Some of their divine blood still courses through their veins, making them resistant to negative energy and diseases. Similarly it could be their divine blood could protect them from slash/pierce/blunt like giant resist.
Vuln: Fire -due to hair
Stats: 22ish str, 19ish dex, 22ish con, 18ish int, 23-24ish wis, medium/low charisma
Classes: Assassin, Shaman, Paladin, Warrior, Ranger
Inherent: Infravision/detect evil vision passive ability. Divine Howl - Improved warcry & +damage roll, does damage to evil or could improve group morale. :) Free bite attacks in combat :)
Personality:
Being foreign to Thera, they are not quite understood. Making them standoffish. Their actions may seem brash or arrogant but they are truly kind at heart. They tend to stick together in families or packs within cities however, some of them do venture out (Adventurers) to see what difference they can make in Thera. Their chaotic tendencies began shortly after they were cut off from their home plain. Most but not all rejected their old Lawful nature but some still hold to the old ways.
The second idea my roomate came up with... Nymphs...hawt nymphs. :) Female only, good aligned, kills with a look. ;) Hot deadlyness. Oh, and they can only be assassins.
Last note: I liked the alternative storyline more.
***Edit: Grammar/formatting.
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41520, Dog folk have my vote. Faithful companions
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
Works to counterbalance Mino speak too.
Rrerro, mry namre ish Shcooby!
...I don't understand you.
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41505, I've got too much time on my hands
Posted by Mort on Wed 31-Dec-69 07:00 PM
And not only me, but Dur-Nominator too, here's our joint effort. We were trying to think of something that would make sense in this particular fantasy world, and wouldn't be too mundane, too copied-off-some-other-work or too overpowered. Also, trying to avoid overlapping existing race options and stat combinations too much.
Name: Luminar (plural Luminars or Luminari) - an extraplanar race sending aid to Theran efforts against extraplanar incursions (but only the evil ones!) such as the Ccul'gra
Home plane: a world of radiant light, with the landscape consisting of mostly vertical spires and forests of crystals, banishing nearly all shadow everywhere. No sun, but no night either - light shines from everywhere. Everything is well ordered and untamed nature is nowhere to be found; little in the way of beasts and predators. Greenery grows directly on crystalline surfaces.
Physique: slender humanoid, with very androgynous physique - though both sexes are just as common, they are often hard to tell apart by Therans. Elfin facial features, with large eyes and diminuitive noses, always seeming to smile slightly. Eyes have no discernible pupils; typical colors in the range of whites, yellows and oranges. Skin from tan to deep coppery, with the surface of skin slightly translucent to lend them a shimmery look. Hair ranges from orange to dark brown, also partially translucent. Hair grows also down the neck and on upper back and shoulders in a mane-like manner; also forearms. Five fingers and toes, all long and prehensile and tough-skinned, adapted to movement in their crystal forests. Long, hairless and leathery prehensile tail (allows tail slot). Feel very solid and warm to the touch, body temperature higher than Theran norm.
Motivation: strongly magical and curious, they often observe and study other planes from afar, and the more they witness the events in the prime plane, the more they've become concerned of the intrusions of creatures of evil and shadow - not to mention the very seedy underbelly of Theran life. They feel it their righteous duty to intervene (not believing in the whole "don't stick your nose in other peoples' business" thing), and send forth some of their best and most valiant to aid in repelling the threat. Mortal enemy of Scions. Finds Empire entirely repugnant and corrupt. Feel disdain for Outlanders' lawless ways, and as extraplanars are hunted by them. Being very magical by nature, hunted by Battleragers - something they have a hard time understanding why.
Size: medium (4'5" - 6')
Stats: Str 19 - based more on tenacity than raw power Int 24 - keenly intellectual, curious, methodical Wis 17 - lacking in common sense, even naively idealistic Dex 22 - fairly fluid in motion, adjusted to climbing Con 24 - just as unshakeable physically as ideologically Chr 16 - in their way beautiful, but are outsiders, find it hard to fit in despite good intentions
Immunities: light - simply impervious to damage from light Resistances: poison - toxins don't have as much effect on them, diseases affect normally since they have little particular resistance to Theran ones Vulnerabilities: cold - home plane warm and bright all the time
Alignment: strictly good - honestly concerned of others' wellbeing, selfless Ethos: orderly or neutral - rather set in their ways, goodness is more important than complete freedom, only the most rebellious individuals can stretch as far as neutral
Classes: warrior, invoker, transmuter, conjurer - only ones with poor magical ability would become a warrior, considered slightly second-class - invokers receive affinity bonus: +2 points, freely pickable - conjurers receive archon bonus: +(imms decide appropriate amount) effective mana towards conjured archons - no clerics as they are foreign to Theran gods on the whole, individual worship (tattoos) ok - no rogues as they are too bold and idealistic for subterfuge, theft and assassinations - no shapeshifters or rangers as they're uncomfortable with the wild, untamed Theran nature - no bards since they lack cultural understanding and connection to the Theran mindset 100% skills: spellcraft, flare if available to class- innate understanding on weaving spells and radiance magic Inherent skills: climb, as per thief skill - natural adaptation Special bonuses: permanent detect evil, detect magic - like svirfs' detect invis - no infravision, they don't need it back home! Special penalties: very unaccustomed to actual darkness, scan range halved in dark
---
Some people party hard on Saturday night, some people write thorough race ideas. Hooray!
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41507, That is a very good idea!
Posted by Amberion on Wed 31-Dec-69 07:00 PM
Looks awesome! Very well worked through idea. I endorse this!
|
41508, I like this, a lot. nt
Posted by Drekten on Wed 31-Dec-69 07:00 PM
nt
|
41522, Addition on Luminar conjurers
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
Luminars conjuring evil extraplanar beings would be against their very idea of coming to Thera in first place, so luminar conjurers should lose conjure devil/demon/nightgaunt/smoke mephit, as these mobs are evil. It's not something that they want to do.
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41502, Quick questions...
Posted by TMNS on Wed 31-Dec-69 07:00 PM
...so this race would be like minotaurs?
Also, someone mentioned you wanted to draw them from CF lore?
My idea: Why not just make a race that is basically human/half-elf, set apart from CF, maybe tie in Silent Tower (they are escaping from the tower? they were trapped in the Tower...my knowledge of Silent is small) or the Ma'rin, add some runic magic to them (inherents?) or some type of drawback.
I don't know, I think Centaurs/Halfling would be your most viable options but halflings at the least wouldn't be goodie only.
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41499, Genasi
Posted by laxman on Wed 31-Dec-69 07:00 PM
Human like creatures touched by the elements. Could go many directions on the stats, restrict class to invoker, druid (yeah goodie druid), conjurer, warrior, and thief.
The really nifty thing is that you could give them all one or two inherents so that different genasi represent different elements.
Have ice/fire/air/earth/storm types. Could give them affinity bonus for invokers and conjies when dealing with their kindred element.
|
41497, I like the idea of Pixie's/Sprites
Posted by Alston on Wed 31-Dec-69 07:00 PM
Super Dexy (25), smart (22), Wise (22) very weak (12) Frail (15) Charasmatic (23), vuln all weapons smaller than a gnome.
Bard, warrior, thief, ranger
Has swiftstrike like the elves Has Faerie Fire like the Dark-elves Can take the Wood-elf/dark-elf/elf edges Has sneak Has fly in the manner of Arials, I.E.togglable. Get's a bonus to making bows Resists spells as if they were a greater level. Is hurt by wearing tainted evil items.
Is not vulnerable to any specific material or spell (Except as if by flying and hit with those sorts of spells.
|
41496, I don't get what people don't understand about good only...n/t
Posted by Alston on Wed 31-Dec-69 07:00 PM
dfvasdv
|
41494, Halflings (another take)
Posted by Calion on Wed 31-Dec-69 07:00 PM
Halflings might seem a bit too "mundane" to be a limited race (although this could be justified by their good abilities/stats and general backround):
Nimble and hearty little folk. Halflings generally prefer to live a simple, happy and peaceful life among their own kind, being mostly unconcerned of the world at large. However, they do possess a certain natural curiosity of all things big or small in the world, and occasionally some of the bolder ones set out on adventures beyond the borders of their land. A few never return, finding more fulfillment in their travels or some other new calling than in the comforts of traditional halfling life, which generally consists of several hearty meals a day with a pint(or two) of ale and enjoying a smoke of fine pipeweed after a day's work in the fields.
Halflings are simple folk who tend to have little affinity for things mystical, and thus produce no true mages. Their heightened resilience and simplicity gives them resistance to magical and mental attacks. Halflings are good or neutral in alignment.
Available classes: thief, warrior, bard, ranger, healer, druid.
Max stats: 17str 20int 21wis 22dex 22con 21cha
Inherent abilities:
- Quiet movement (or sneak, if a greater perk seems more appropriate*) - Resist magic - Resist mental (-maybe also "Jumpy": like the twitchy edge)
- Vulnerable to blunt attacks
* If they were made a limited race, I'd give them sneak instead of quiet mv, and perhaps also tweaking their stats up a bit (mostly wis and/or cha as a bard/priest perk). Also then perhaps even make them good-only, though still able to become druids, as someone else mentioned.
|
41490, Halflings or a version of Isendor's idea
Posted by vargal on Wed 31-Dec-69 07:00 PM
How I think CF's PC Halfing should break down:
Inherent = pathfinding - Can't wear boots
Size small, 22 str, 18 int, 18 wis, 24 dex, 20 con, 22 Chr Vulnerabilities- Blunt, Mental - Easy to demoralize/fear when alone/ungrouped
Resistances: Negative, Positive Immune to forget: So strong is the emotional attachment of a halfling to his memories of friends and family that no magic can block them out.
Bard (w/ Huge Bonus to Comedic Rep?), Warrior, Thief, Ranger, Healer.
I'd say Halflings would probably lack the evangelist nature, killer instincts or size/shape necessary to be things like Paladin, Shaman or Assassin. I could maybe see them being mages of certain types, like transmuters and shapeshifters, maybe even conjurers.. But I somehow don't seem them becoming invokers.
|
41489, Leprechaun
Posted by Swordsosaurus on Wed 31-Dec-69 07:00 PM
Leprechaun
size: 1 smaller than gnome vuln: blunt inherent: vanish, riddle of resilience, cloverblend - blend in plains and hills available classes: thief, transmuter
stats: str 12 int 24 wis 24 dex 22 con 12 (leader con loss) chr 21 (aw, look at the wee lil Leprechaun)
extra: bonus to luck depending on how much gold they have
|
41483, Nelarim
Posted by Isendor on Wed 31-Dec-69 07:00 PM
I think the simple counter to Minotaur would be Centaurs, but they would have various issues that go along with playing a creature that has four legs. So, I thought up this race:
Race Name: Nelari - singular, Nelarim - plural (Name subject to change of course)
While I'm laying down the basic framework for this race, I want leave several aspects of who and what they are, open-ended. Hopefully this will allow the IMM's to implement them (if they so choose) in a way that makes sense to them. However, I will try to describe several different options for various aspects of what this new race could be like while still sticking to a particular theme.
Background:
Once imprisoned by an ancient evil, they have recently freed themselves from their captors and are able to now wander the realm of Thera.
That's the gist of it, though what this evil was and where their imprisonment took place can be open-ended. Perhaps they were imprisoned by dark-elves in the depths of the world, perhaps they were imprisoned by a darkness on a different plane of existence or by a group of evil magi, etc etc, but the general idea is that there were imprisoned by some type of evil beings in a place that was either not in Thera or nearly inaccessible. This will help explain why they are only just now in the world. I'll include more elements of their background in the descriptions below.
Physical characteristics:
While they are humanoids having two arms and two legs, they appear to be more ethereal than any other playable race thus far. Nearly translucent skin that also appears to have a faint shimmering to it. Perhaps some inner light can been seen through their skin which causes the shimmering. Very pale of hair, eye and skin. All Nelari are slender & willowy, though height varies as greatly as it does among humans. For some reason I'm picturing the females and males looking very similar to one another, a hint of androgyny? Faces that appear smooth with very subdued noses, small mouths, and large eyes, but a head shape that is similar to a human. They have voices with a musical quality to it, reminiscent of soft chimes or bells.
Inherents:
Toggle: Invisibility
Perhaps this is a biological function, their skin being somewhat translucent as it is and their innards, so to speak, being primarily composed of light - perhaps through some process of inversion they can manipulate the light inside of themselves to reflect what is around them, thus becoming invisible.
OR
Perhaps this is a result of their captivity. Maybe there was some type of powerful magic cast upon them as a race allowing them to become invisible and thereby escaping their captors. Or perhaps some magical event took place and the Nelarim are able to become invisible as result. Maybe this magical backlash is also what sent them to Thera.
Also, perhaps a new ability called Lightshroud or something similar - c lightshroud <amount> target
They are able to place a shroud of light similar to what they use for their own invisibility, granting an effect similar to duo dimension on a party member. They use some of their essence in order to do this which drains them of hitpoints, yet they are able to choose how much of their own essence to use. The effect would obviously be very short, though the greater the amount of HP used would increase the length of the effect.
Maybe they can also inherently see invisible things, or have night vision.
Stats: Kinda up in the air
Very high wisdom - (I'm imagining willpower to be related to wisdom in this case since there is no willpower stat) To remain in captivity as long as they were, remaining uncorrupted in the face of their wicked captors and having the patience to endure until they would one day be free, would take a vast amount of wisdom and perspective. Waiting until the time was right to plan their escape, figuring out how and when to escape, etc etc. Plus having a goodly race with high wisdom would be great :)
Physically weaker than humans by a slight amount Greater intelligence than humans by a slight amount Slightly less constitution than humans Resists:
A few things related to willpower: ex. sleep, charm, etc.
Vulnerabilities:
Disease or poison perhaps, being foreign to Thera or recently reintroduced to the world.
Or maybe just negative attacks.
Alignment: Chaotic
Being imprisoned for so long has made the Nelarim value their freedom greatly. While Nelarim may align themselves with various causes or Cabals and thereby adhering to a set of "rules" or "laws", they do so by choice and only because it fits in with their ideals. Their actions, while benevolent in nature, may not always be in the agreement with the rest of society as their own society is completely foreign to any other. (And perhaps being redeveloped since being free)
Personality:
Transitory and light-hearted would be a great way to describe the Nelarim. They dislike staying in one place for very long for obvious reasons. Being naturally curious they prefer to roam the world seeing what it has to offer. They are also fun loving and have a strong streak of mischievousness (NOT insanity or gross ridiculousness, something much more subdued), mischievousness with purpose you could say. Being relatively new to the world, I'm picturing them playing pranks on people to see how they react and using those reactions to judge whether they would be friends or foes, but also just for the laughs or a morale boost. Maybe a tome was misplaced, with only the sound of something similar to soft chimes or bells revealing the laugh of a Nelari giving the owner an idea of what happened to it. I'm picturing the implications of being able to make yourself invisible on a whim, while an evil character would use that ability in a certain way, I think a chaotic good character would lean towards using that power for mischief at times. Nelarim are remarkably light-hearted even in the face of overwhelming gloom, and this trait directly affects their individual personalities as well as their worldview. I also think this could be a cool contrast to some of the stoicism of high-elves and storm giants.
Anyway, just a thought :)
|
41487, Likes and Dislikes
Posted by fist-law on Wed 31-Dec-69 07:00 PM
I Like:
-Good-aligned nomads. -The backstory concept is cool, with the being imprisoned by an ancient evil angle. I could see Reksah playing a crucial role in their introduction. I'd like to see them as a natural enemy to shadowy creatures, such as the Ccul'gra. -High wisdom.
I Dislike:
-Similarity in build to elves, just more see-through. -Vulnerability to negative. On the contrary, I'd propose making them resistant to negative power. -Overall stat design. I like the high wisdom, but I'd like to see a race with high wisdom mixed with good physical stats. Wisdom is too often tied in with intelligence, and I don't think they need to be. This could be made more unique by taking a different stat approach. -Translucence. I'm having trouble picturing it without making the whole look of thera into something bizarre. I propose some sort of off-shoot of the K'sra, since they already have a background, are generally thought of as unique/cool, and are reptilian (which would be completely new to CF as a playable race). Also, I think there is definitely wiggle-room with the K'sra mythos for a sub-race that might want to take on evil instead of just...not see it.
So to sum it up:
-Change stats to high wisdom + high str/dex/or con (some combination of those), medium intelligence, low or medium charisma. -Change race appearance to something reptilian. Come on, a tail and the ability to bite could be pretty cool! -Tweak vulns and resists a bit. -Keep backstory concept and racial dispositions.
Now, as a completely new spin on it, I'd propose this:
Allow for a very rare chance (think, more rare than minotaur) to have an opportunity to make one of these EVIL instead of good during character creation. Add anti-paladin to its class options and let the good times roll.
All that said, I *do* like your idea as-is, and if it went in like that I'd be thrilled. But, I think these changes might be more ideal. Just my .02 and don't take it personal.
|
41524, No on the evil. That's not what Baer is putting out. n/t
Posted by Alston on Wed 31-Dec-69 07:00 PM
sdfv
|
41491, Izzy!!! <3 nt
Posted by Baerinika on Wed 31-Dec-69 07:00 PM
There will be no white flag above my door. - Dido
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41482, Sylphs
Posted by Sertius on Wed 31-Dec-69 07:00 PM
Creatures of air/spirit that stayed behind after a woman of character/valor died.
Role is mandatory for a Sylph that explains the background of that woman and why she stayed behind.
Sylph would dissipate sooner than any other race, but would still provide reasonable hours (200?).
Very little in terms of a body, so very limited in what they can wear (if anything?) and carry (if anything?).
In return get a sizable level-dependent AC, saves and hit/dam boost, maybe via invokable command.
Doesn't lend themselves to warrior classes I don't think, maybe ranger just to give them a boost. Of course, priests and mages are fine. Gets bonus points for air-related stuff, of course (affinity, air elems).
Female-only, undead, invis, flying, pass door.
Undead has all the usual implications of undead.
Can only wield self-created spiritual weapons. They are not physical weapons per se, rather a concentration of a Sylph's will.
Maybe get evade on steroids.
Stats something like 14-16str, 25dex, 23int, 24wis, 16-18con, 23-25chr
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41481, Faerie
Posted by Explosion on Wed 31-Dec-69 07:00 PM
Those are small and agile, translucent magical creatures. They are tiny and physically weak (one size lesser than a gnome). They cannot wield weapons heavier than 4 pounds.
Due to their magical nature, they are: 1. Resistant to magic; 2. Have bonus -svs spells (-50 svs spells); 3. Permanently translucent (permanent pass door and probably protective shield, though this is maybe OPed); 4. Have permanent strong bonus to spellcraft (similar to light armor warpriest, but more potent); 5. Vuln_negative; 6. Vuln_steel.
Their primary stats are: str 14 dex 21 int 25 wis 23 con 15 chr 20
Faeries can become any mage (except for necromancers) and also druids (exception from the rule that druids are always neutral - this is why they would be valuable - fairy + druid = dryad).
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41476, Halflings n/t
Posted by Lhydia on Wed 31-Dec-69 07:00 PM
gr
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41473, Thri-kreen
Posted by ORB on Wed 31-Dec-69 07:00 PM
Thri-kreen A vast hive of thri-kreen have rejoined Theran society after the long closed path to their desert city/nest was reopened. These insect like humanoids have the wisdom of the hive mind and are very agile, they aslo have two sets of arms but the second set is smaller and weaker then their main arms. They are fanatically loyal to their Hive Queen who has sent fourth her children to vanquish the darkness that has covered the world while they've been gone.
Classes: Warrior, Thief, Assassin, Ranger, Healer, Shaman, Invoker, Transmuter, and possibly Paladin (No shapeshifters because they view changing their form as an insult to their hive and no conjurers because they are very nature oriented) Str - 21 Int - 20 Wis - 24 Dex - 24 Con - 18 Cha - 16
Inherent: Poison bite - like gore randomly fires in combat. Torpor state - Thri-kreen don't naturally enter sleep, they enter a meditatative state that allows them to still see what's going on in the room with them but not where. Hive mind - Thri-kreen exhibit telpathic ability with other's of their hive that allows them to communicate even when in torpor state or asleep.
Multiple arms - Allow them to dual wield two-handed weapons by using their small arms as well. Or they can use them for extra held items or a chance for one extra attack each in unarmed? They are too small to be used to wield normal weapons or shields.
Resist - Poison, Disease due to their strange Phyisiology Vuln - Cold because they are natural desert inhabitants
Or also I think Ky'sara would be dope. :)
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41471, Pandarens!!!!!111 n/t
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
no text
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41469, And skimming for idea I came across this one. Bralani
Posted by lasentia on Wed 31-Dec-69 07:00 PM
Bralani: Always chaotic good, they are rare nomadic sorts from deserts or plains type areas. Stockier than elves, but still incredibly nimble. Tan skinned with usually silvery hair and prismatic eyes which shift to match their mood. They have an extreme aversion to order as they prefer to live free and unencumbered roaming the lands. They have the ability to form themselves into whirlwinds or Zephyrs, but I don't think either of those would work in CF as inherents.
Str: 22, Dex: 23, Int: 21, Wis: 19, Con: 21, Cha: 22
Inh: For warrior/ranger/bard- I am thinking they might get a dervish dance (whatever the ranger skill that lets them hit everything) skill at maybe 35. Like swift strike for elves, but fires less often if they are a ranger/bard. For Invoker/transmuter- a prog that does maybe windwall or cyclone automatically at a somewhat low frequency rate. Perma Sneak. Can always camo in plains/desert, but take a while to use.
Res: Fire,
Vuln: Iron, negative.
Classes: Warrior, Ranger, Bard Invoker (double affinity for air), transmuter.
Other: Seemed to indicate they favored bow, so maybe some bonuses if they go as a hunter and use a bow, maybe a big boost to fashioned bows.
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41467, I wrote up 3, but one was done already.
Posted by lasentia on Wed 31-Dec-69 07:00 PM
Thinking of things inherently always good was the hard part.
Merian: My biggest drawback to these is we already have storm giants and another aquatic race would not be as interesting Str: 20, Dex: 22, Int: 23, Wis: 21, Con: 18, Cha: 22
Inh: Water breathing, beast call on water terrain, enhanced evasion in water. Res: Poison, ice. Vuln: Fire, Lightning. Xp Pen: 450 Classes: Warrior, Mariner Rangers, Shamans, Transmuter, Invoker (double water affinity points) Other: Can't be orderly
Jade Elves: I always liked elven races and these exist already, and they could be tweaked to change them enough from the elves that already exist to be more melee oriented. Str: 21, Dex: 24, Int: 21, Wis: 20, Con: 20, Cha: 24
Inh: Quiet movement, acute vision, forest blend, herbs (a very weak version of ranger herbs). Res: Holy, charm. Vuln: Iron, negative, disease. Xp Pen: 500 Classes: Warrior, thief, Ranger (forest) Bard, shapeshifter, conjurer. Other: I'd probably give them a bonus of some forms as bards, but that's just cause I like bards too much.
Gold Draconians: Cause yeah, somebody has to suggest draconians- and maybe it could lead to a gold tower reopening. Str: 23, Dex: 23, Int: 22, Wis: 21, Con: 23, Cha: 19
Inh: Lightning Blast on a long ticker. Inherent flight. Scaly hide defelction (dragonslayer edge should impact fighting them). Res: Physical, lightning, fire (going to be a lot of maran anyway) Vuln: Negative, Ice. Xp Pen: 750 (to make them always fighting people higher up) Classes: Warrior, Paladin, Shaman, Ranger (Cavern, mountain, desert) Other notes: Enhanced hand to hand damage due to claws, maybe give them felar style in that respect. Give felar and arial style gear slots where appropriate.
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41466, The Hollow
Posted by Artificial on Wed 31-Dec-69 07:00 PM
Once upon a time there was a game called Shadowbane, which had a race called Shades, which were essentially misunderstood albino humans (every once in awhile humans would have a Shade instead of a normal human). They had white skin, and no hair iirc. They were also said to lack souls and be linked with death. Something like that.
I thought this idea would be interesting to bring into CF.
First to preface, it is elf culture that makes elves goodies is my understanding. Storm giants, however, have a strong empathy that makes them goodies. I wanted something of a mix of both with this idea.
Backstory:
Through the treachery of the Betrayer, Jullias, for a time, the universe was unmade. Only through the will of one who was already once unmade, was the world brought back to what it was. However, nothing ever returns exactly as it was, for wounds oft leave scars.
Humans began having children foreign to them. They had pale white features, no hair, and were said to possess the cold eyes of the dead. Most were killed at birth, so horrible was the sight of them.
Recently, a few have been surviving to adulthood, as it was learned that despite their dead eyes, they have a very strong inherent understanding of right and wrong, and always tend towards the light. This has lead to varied cultural understandings of their birth, that they lack souls, and do good to earn one, or that they are evil souls, and seek redemption, among many others.
Despite their pure tendencies, the hollow have an extreme aversion to magic, and no affinity for it. They are resistant to holy and unholy alike, however, lending further support to the ideas surrounding them.
-----
Not certain what stats they'd have. Similar to human, possibly lower int, and lower charisma. Slightly higher str wisd and dex perhaps?
Tend towards priestly classes, cannot be mages, and perhaps not bards either.
vuln magic, resist positive and negative
Feel free to completely change anything about it.
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41468, I really like this concept.
Posted by lasentia on Wed 31-Dec-69 07:00 PM
very interesting idea with lots of role potential.
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41472, Seconded...
Posted by Tarleton on Wed 31-Dec-69 07:00 PM
If there was a strange, ugly, misunderstood goodie race, I might actually want to play a goodie for once!
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41477, Forgot to add powers
Posted by Artificial on Wed 31-Dec-69 07:00 PM
cons:
Okay so, I understand that minotaur vuln_flurry is a huge downside.
My thought for Hollow would be that they have naturally low morale, being outsiders.
bonuses:
Along with their vuln_magic, I thought that they might have something similar to anticipate, but only for spells.
Or alternatively, they could have an additional resistance to a certain element of their choosing that they can change every 48 or 72 hours maybe.
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41465, Pixie
Posted by Tac on Wed 31-Dec-69 07:00 PM
Size: Tiny (reduced gnome) Stats: terrible strength, high int, high wis, high dex, terrible con high chr Wields 1 hand weapons in 2 hands except daggers. Can't use two-handed weapons at all (too big). Vuln_weapon Resist_magic Vuln_wind (like arials, only wings are more sensitive) Inherit flight: can't be turned off, suffer extreme penalty if earthbound Inherent pixies dust: Makes others fly, but only if their morale is high and they are age: young (Tink!) Inherent: permanent metabolic quickening which is undispellable Inherent: psuedo-sneak (based on being so small that people sometimes fail to notice their comings and goings) Lives half as long as an arial. Classes: warrior, thief, invoker, conjurer
I think this race is too limited to really be viable since only a couple of builds should really make sense for them and they should be fairly terrible and most other builds that you could possibly make, but I'm throwing it out there because I find the idea of a reduced gnome sized race somewhat interesting.
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41462, duffers and todgers
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
duffers
Monopods. Don't need a boat. Can jump really high like a lemur. Small, gnome-like little guys but not too smart or wise. Can't see what they fear. Can release spores that do different things like forget, muddle, confuse, insanity, paralyze. Can't lead groups, must follow, unless they're the chief duffer.
todgers
No arms, so can't wield weapons. Blunt attacks. Get red when angry or excited and unleash a powerful burst of...wait for it...magic. Have psionic abilities and can play mind games (can charm/muddle females and can make males fear/cower/flee/berserk/enrage)
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41461, plug for naga or gorgon idea i had a while back
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
Lower body of snake, upper body of human. Different type of snakes from different areas have different align and abilities. Most can regenerate. Can learn specific classes depending on type of snake. Magical history, can't be ragers.
Black mamba - desert oriented, resists heat, regenerates faster in the desert, very agile and powerful fang attacks. Warrior, assassin but doesn't learn kicks, bedouin ranger, transmuter, invoker paths of air, fire, ooze, lightning, shaman, blah blah blah
Pit viper - cave oriented, inherent camo/ambush, can see camo/hidden in caves, agile, warrior, forest or cave ranger, no rebounding strike, assassin but no kicks, shapeshifter but no air or water, transmuter, conjie but can't summon archons/angels/devils/demons, necromancer but no undead
Python - swamp and freshwater oriented, squeeze to knock unconscious, roll to prevent some martial attacks, vuln mental, slow, strong, wields two handed weapons, no regeneration, warrior, shaman, paladin, druid
Rattlesnake - plains and cities, dangersense makes tail rattle, can hear in same room, can't throw, vuln cold, thief, warrior, shaman, invoker paths of air, earth, fire, water, lightning, healer, transmuter
Could easily come up with a few more. Change the names of the snake to make them more magical/mythical to CF. Rare like minotaurs (but not -that- rare). Some snakes hate each other and will always autoattack. Gotta run to lunch, fun fun.
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41460, Seraph(im)
Posted by Welverin on Wed 31-Dec-69 07:00 PM
Seraphim
These angelic creatures of the Elysium rarely come to Thera. Those who were called once by conjurers but then released from their duties, these creatures yearn to return to Thera to continue their battle with the Darkness. They range in height from six to eight feet, their wings are universally a brilliant white. They have hair that varies from a light blonde to a silvery white. These creatures radiate a light that originates from within, and thus cannot hide themselves well in the shadows or the forests.
Game Mechanic specifics:
Rare race ala minotaurs. Limited slots.
Str: 21 int: 22 wis: 20 dex: 24 con: 19 char: 20
Alignment Restrictions: Good only, Not Orderly.
Classes: Warrior, Conjurer, Invoker, Transmuter, Shaman, Paladin
Inherant Abilities: Flight (ala Arials) Infravision Wrath of the Gods - Similar to Storm Giants call lightning, a timer based one time inherant calling of Wrath(Paladin Supp) Angelic Affinity - Bonus to conjuring higher level angels, stacks with the current conjurer edges.
Invulnerable to: Holy Attacks.
Resistant to: Fire Physical
Vulnerable to: Negative attacks Lightning
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41452, Just a few....
Posted by Torak on Wed 31-Dec-69 07:00 PM
Random brain dump here so fair warning... let you figure out the specifics of stats :)
1) Ghosts - basically the dead don't go away for some RP reasons (Hell is shut, why not *insert Thera's heaven*). Permanent pass door and water breathing, resist weapon, vuln magic/holy/unholy.
2) Pixies! No, please don't...but...
3) Brownies! That's right, it's time for another furry creature. Small-size, vuln fire/crush, real acute vision and resist cold (not the w-elf kind).
4) Cooshees.....a permanent shifted form that just levels? Wolf pack? Oh god, shoot me.
5) K'sra....let Daevryn figure the abilities/stats out but it's usually suggested at some point by someone (many posts over the years on it).
6) And for the insane, Will-o-Wisps. Special bonus spellcraft, cast WITHOUT making sound (so deafen/garble don't work on them), but are permanently silent besides while grouped (aka kinda like "over the bond" Nexun speech).
Ya, that's all I got :)
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41453, Are you high? nt
Posted by Rayihn on Wed 31-Dec-69 07:00 PM
w
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41454, He obviously is
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
but K'sra makes sense from a "keep with Theran lore" perspective.
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41455, RE: He obviously is
Posted by Rayihn on Wed 31-Dec-69 07:00 PM
That one I actually do agree with and was my "placeholder" suggestion. But I thought why not see if someone else had a better idea. I hesitated because there's also evil saurians so having a good aligned only PC race for saurians might not make the best sense.
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41456, I thought Will'O'Wisps was a neat idea.
Posted by Vortex Magus on Wed 31-Dec-69 07:00 PM
It sort of counterbalances Minos:
Have a spellcaster/stealth only race (to counter minos being melee or priest only) with severe speech impairments (similar to minos) and some neat possibilities for nifty resists and inherents.
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41457, RE: He obviously is
Posted by Splntrd on Wed 31-Dec-69 07:00 PM
I'm not 100% convinced a new limited race should definitely only be Good (as an exact foil to Minotaur.) I'd be pretty happy with K'sra PCs being allowed to pick Good or Evil but not Neutral. Have slightly different inherent properties to each.
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41458, Ah
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
thought they were two different races. My ysigrath lore is somehow very weak compared to rest of CF lore.
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41484, Hey I warned you....
Posted by Torak on Wed 31-Dec-69 07:00 PM
I thought about it for a whole five minutes :)
I still think the Will-o-wisp idea would be kinda neat.
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41451, Centaur n/t
Posted by Demon on Wed 31-Dec-69 07:00 PM
tttt
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41450, Meriaen.
Posted by Vortex Magus on Wed 31-Dec-69 07:00 PM
A playful and charismatic race of sea sprites from the depths of the western Aryth, the Meriaea have recently been spotted in greater numbers across Thera.
Race stat parameters: very arbitrary. I was thinking something like... 18 strength, 23 dex, 19 con, 21 int, 25 wis, 23 charisma.
Classes allowed: warrior ranger transmuter shapeshifter conjuror healer invoker bard. Maybe druid if you think its not to imbalanced.
suggested bonuses (maybe pick two or three of them):
inherent watershield - lasts as long as svirf stoneskin. Will dissipate after one or two hours in a desert or frigid room. Only usable in rooms with a source of water (seas, rivers, fountains, etc). Could maybe use water elemental code to determine where watershield is callable.
inherent waterbreathing/drowning immunity - self explanatory
inherent sea forage - can feed you and your groupmates off seafood when used, similar to the feed command from water shifters.
net affinity - Meriaen specialize in using nets. Nets being defined as any exotic with the swing command. They will parry with it a bit better, and their swings will have greater effect. The swing command starts at 100%.
inherent waterblend - able to camouflage in the sea, but will lag them quite a bit upon use.
inherent water affinity - Meriaea are naturally much more difficult to battle in watery areas. Meriaea receive bonuses all defenses while underwater, and a lesser bonus to defenses in very wet areas (marshlands, rainy weather, rooms with river/sea/water source in them etc)
inherent embrace of the sea - invokable after spending at least ten hours underwater: +morale to everyone in the group.
Can wear elf-only equipment
Suggested cons -
oceandweller - need to go underwater every 24 (maybe 48?) hours or receive severe penalties to all regeneration (hp/mana/moves) and extra lag after every action. If you do not go underwater for 72 hours, you get a xeroderma condition due to your dried skin, take a significant dex penalty, and become vuln_blunt. This disease is only removable by invoking embrace of the sea.
Vuln_fire - obvious reasons
Vuln_iron - they ARE sprites still, right?
Severe morale penalties for spending too long in desert areas.
Attacked on sight by Challegha demons
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41447, Dryads
Posted by Amberion on Wed 31-Dec-69 07:00 PM
Dryad
Dryads are beautiful and most often red-haired spirit-like creatures, they are always female and they tend to the forests of Thera. They are always light of heart and of a caring nature, however the danger of their forests can evoke a wrath within them. They are bound to be chaotic at heart, frowning on the idea of civilization. It is extremely rare for a dryad to leave their home forest to meddle in the conflicts of Thera.
Max stats: Str: 16 int: 21 wis: 23 dex: 24 con: 18 char: 25
Specials: Always female (counters mino's male only) Treeform (Or cammo? But that might just be waaaay to OP) Accute vision 100% Wilderness familiarity (Even if not applicable for the class) Perm_flight
Resists: Holy Disease Poison
Vulns: Fire Lightning Metals Unholy
Classes availible: Ranger Healer Shaman (Bard) Not sure about this one. (Druid?) I know goodies can't have druids, but as a limited race/class choice? (Warrior?) Not sure how warrior would pan out.
I plan to go back and perhaps edit and change a few things if that is alright. Just ran out of time on this one. :)
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41448, RE: Dryads
Posted by orangepowered on Wed 31-Dec-69 07:00 PM
Treeform (Or cammo? But that might just be waaaay to OP) Accute vision 100% Wilderness familiarity (Even if not applicable for the class) Perm_flight
That combo is way rigged.. Maybe one of those three.
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41449, RE: Dryads
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
This makes the part of me that understands game balance hurt.
Also, my groin. :(
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41488, Ooh I had made a mistake.
Posted by Amberion on Wed 31-Dec-69 07:00 PM
It was supposed to be VULN poison/disease. NOT resist.
I think it's totally balanceable by removing some class-choices.
And well, it's just suggestions. I just like the idea of dryads, mostly liked the idea of wilderness familiarity as an inherent. Tried to counter it with a lot of vulns, like vuln metals etc etc.
But then again, as a ranger or druid you can cover most of them quite easily.
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41446, Centaur
Posted by Homard on Wed 31-Dec-69 07:00 PM
Centaurs probably would make more sense as a G/N only race.
I'm imagining a large sized race that can only be Warrior, Ranger, Shaman, Healer, Druid?
What would differentiate Centaurs from Storm Giants would be bonus to movement, inherent pathfinding, and group pathfinding like when travelling with a ranger.
This would be a boon at low levels, as it would mean not having to sleep as often and it would be helpful at hero when dealing with things like plague and scourge (though my serial-ragerness may be showing here.)
It would mesh well with things like flurry specialization and Outcry of Steel.
Anyway, that's what I've got.
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41445, half-celestial and others
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
good orderly and good chaotic only (archon and angel)
Str: 22 Dex: 20 Int: 23 Wis: 23 Con: 18 Cha: 25
I just want a 25 cha race damnit.
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halfling
good neutral/chaotic
Str: 18 Dex: 24 Int: 23 Wis: 20 Con: 18 Cha: 24
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41459, Inherents:
Posted by Tsunami on Wed 31-Dec-69 07:00 PM
half-celestial:
resist negative and curse infravision flight
stat reduction to compensate. 18 str
halfling:
infravision perma sneak inherent hide coinfilch (remove small amount of coin from target inventory) panhandle
vuln_blunt
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41444, Centaur
Posted by Tac on Wed 31-Dec-69 07:00 PM
Or possibly a pegataur. (Some pre-existing mythos due to the Kyriin? or whatever that Imm and their race was called)
I'm imagining these as naturey oriented good-align creatures with Druid, Shaman, Ranger, Paladin, and Warrior as possible class options. Obviously a bonus to plains terrain choice and possibly hunter expertise (though of course hunters suck). Inability to wear boots (but can wear hoof armor) or leggings (at all). Maybe can wear felar tail armor?
Bonus to kick, possibly even an auto-kick like minotaur gore. Inherent ability to Run some distances. Maybe a bonus to dash and charge and perhaps polearm as a spec. Champion spec should be the preferred paladin dedication, and monk should be hard/impossible. Any spec that requires getting really close to you opponent (dagger, hands) should be hard. Resistant to trip (4 legs), but vulnerable to pierce damage type due to their large bulk and momentum. Low dex, moderate strength, good wis, decent int, very good con.
That's all I have for now.
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41495, I would second this but she asked for good-only and all centaur in game are neutral. n/t
Posted by Alston on Wed 31-Dec-69 07:00 PM
sdvs
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41442, A question
Posted by Homard on Wed 31-Dec-69 07:00 PM
Past discussions about new races have led me to believe that the creation of any new races is off the table and any new races that might be introduced would need to exist in Thera in some capacity right now.
Is that a stipulation of this current exercise?
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41443, RE: A question
Posted by Rayihn on Wed 31-Dec-69 07:00 PM
It would be nice if it was fitting in the game. But I think I'm also open to alternate ideas. Be creative.
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